// Use this for initialization void Start() { Canvas.SetActive(true); // isntantiate managers CharactersManager = new CharacterManager(); _cameraManager = new CameraManager(CameraPrefab); _uiManager = new UIManager(); UIManager.CloseAllPanels(); // instantiate prefab , create Player and add to the character manager CharactersManager.Characters.Add(new CharacterPlayerPerson(CharactersManager, Instantiate(PlayerPrefab, PlayerStartPosition.transform.position, PlayerStartPosition.transform.rotation), 20, 5)); // instantiate prefab , create Dog and add to the character manager CharactersManager.Characters.Add(new CharacterPlayerDog(CharactersManager, Instantiate(DogPrefab, DogStartPosition.transform.position, DogStartPosition.transform.rotation), 20, 5)); // set default character CharactersManager.SetSelecterCharacter(CharactersManager.Characters[0]); CameraManager.ChangeCamera(CharactersManager.SelectedCharacter); // isntantiate Enemy flowers foreach (Transform child in EnemyFlowerRoot.transform) { CharactersManager.Enemies.Add(new CharacterEnemyFlower(CharactersManager, Instantiate(EnemyFlowerPrefab, child.transform.position, child.transform.rotation), 20)); } // Fill the Inventory with availible weapons Inventory.Weapon.Add(new Sword("Sword")); Inventory.Weapon.Add(new Axe("Axe")); Inventory.Weapon.Add(new Spear("Spear")); // set default item Inventory.SetSelectdWeapon("Sword"); Inventory.Armor.Add(new Leather("Leather")); Inventory.Armor.Add(new Mail("Mail")); Inventory.Armor.Add(new Robe("Robe")); Inventory.SetSelectdArmore("Leather"); // calls tart functions CharactersManager.Start(); }